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If you had files already for a avatar that animate in animate cc, what is the easiest way to get these into adobe character animator, i realize i am missing speaking mouth shapes, but i have a lot of these done and more scratching my head as i see options for illustator and photoshop but not animate cc for doing this.
this is a example of what i'm working with, i also have the fla for this....
i want to take the front view and have a live avatar for doing video reviews. these are aleady split apart in pieces at least, i think TOO many pieces.
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Character Animator can only import layered files from Illustrator or Photoshop into puppet files. It can also import static images (such as a background or prop) for use in a scene. A typical puppet has separate layers for the head (containing layers for the eyes, nose and mouth) and body (containing the torso and limbs). The limbs can be divided into upper/lower sections as well as separate layers for hands and feet.
Another option is to use cycle layers behavior to produce frame-by-frame animation. This is usually used for effects and other "one-off" animations.
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i got it somewhat today....the trick was getting the animate cc file INTO photoshop or illustrator anad finding a short enough puppet to match them.
The nifty part is that the artwork is already separated....whats giving me a bit of trouble is the eyes so far. they have a masking layer and well, illustrator isn't liking that š
the nice thing is that this file set already has 3 sets of eyelids, multiple arms......all nicely separated
problem: the eyes are TOO separated as they have a symbol for the yellow part thats actually way bigger then the eyes behind a mask(that green part) , the pupil is the yellow part and has 3 eyelids per side. i attached the swf if it will post so you can look at it, the symbols are all in the library, pardon the mess on the stage. You may need jpexs flash decoder to make that a fla, for some reason the adobe forums won't allow posting a fla, which is odd as they still very support the product....
the rolling suspicion is this game file is made off a flash tv production file and was later used for lesser things as this level of eye control is insane for any other purpose in 2009 to 2014.
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Yes, you will need to remove the mask and create some expanded files for the eyes. CH sometimes has problems with the Illustrator clipping mask.
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for anyone else trying to do this, be sure to export the pieces as svgs in animate cc and not just copy and paste the pieces into either photoshop or illustrator off the artboard....it brings them over as a bitmap.
What i ended up doing was leaving the swf art whole and once its in illustrator, ungroup it and all the pieces come over where you can handle them on their own.
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where do you set the tracking to on a avatar that does not have a double jointed arm or leg to so it tracks you correctly? My avatar im bringing over the hands(paws in this case) and arm are one unit.
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That's an interesting question. My first guess would be to just leave out one of the nodes. The hands aren't a node on the rig in any case.
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i'm thinking of assigning it to the elbow unless i want this to be a humanoid fursuit and well, i'm not into that....
the psd file so far is more or less dumping all the adobe animate pieces so i can get them into photoshop, probily should of used illustrator but this file had a LOT more pieces than this starting off....every piece of clothing, sleeeve etc had a layer and i don't need this level of change in my puppet.